Monday, January 3, 2011

General Rules: Monsters - Dragon, Sapphire

Dragon, Sapphire (adapted from the Monster Manual II)
Dragon (Earth)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Fire Resistance 30, Keen Senses, Planar Travel, Sense Psychoportation, Skate, Spider Climb
Skills: Sapphire dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Bluff, Concentration, Diplomacy, Escape Artist, Knowledge (any)(all skills taken individually), Spot, and Search. Dragons cannot purchase skills that are exclusive to a class.
Feats: Sapphire dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Ability Focus, Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Underground
Organization: Wyrmling, very young, young, juvenile, and young adult solitary or clutch (2 - 5); adult mature adult, old, very old, ancient, wyrm, or great wyrm solitary, pair, or family (1 - 2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: Wyrmling 6 - 7 HD (Tiny); very young 9 - 10 HD (Small); young 12 - 13 HD (Medium); juvenile 15 - 16 HD (Medium); young adult 18 - 19 HD (Large); adult 21 - 22 HD (Large); mature adult 24 - 25 HD (Huge); old 27 - 28 HD (Huge); very old 30 - 31 HD (Huge); ancient 33 - 34 HD (Huge); wyrm 36 - 37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)

Dragons descended from Salgerðr are quite territorial, particularly when it comes to other dragons that encroach on their territories.

Sapphire dragons tend to be anti-social toward all beings, but they view the evil races of the deeps as particular enemies and sometimes come into direct conflict with them over underground territory. These dragons don't go in for small talk unless the discussion revolves around military strategy, a subject on which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose.

A sapphire dragon's scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which the creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as they age. Its pupils fade with time, however, so by the time it becomes great wyrm, its eyes are featureless, glowing, sapphire orbs.

Sapphire dragons love to lair in deep, dry, rocky caverns. The typical sapphire dragon uses move earth and stone shape to hide the entrance to its lair. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. A sapphire dragon often allows monstrous spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon sometimes allows their favorite prey species to inhabit portions of its lair.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

A sapphire dragon uses its spider climb and teleport abilities to confuse its opponents and try to catch them flat-footed. It also uses its skate ability to enhance its own movement or push heavy objects down slopes at its enemies. It enjoys panicking creatures with its breath weapon, then using its skate ability to facilitate their departure.

Sapphire Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
5d12+5 (37)
+1
40 feet; burrow 15 feet; swim 10 feet; fly 100 feet (average)16 (+2 size, +3 natural, +1 Dexterity)
13
15
Very Young
S
8d12+8 (60)
+1
40 feet; burrow 15 feet; swim 10 feet; fly 100 feet (average)18 (+1 size, +6 natural, +1 Dexterity)
12
17
Young
M
11d12+22 (93)
+2
40 feet; burrow 10 feet; swim 10 feet; fly 150 feet (poor)21 (+9 natural, +2 Dexterity)
12
19
Juvenile
M
14d12+28 (119)
+2
40 feet; burrow 10 feet; swim 10 feet; fly 150 feet (poor)24 (+12 natural, +2 Dexterity)
12
22
Young Adult
L
17d12+51 (161)
+3
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)27 (-1 size, +15 natural, +3 Dexterity)
12
24
Adult
L
20d12+60 (190)
+3
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)30 (-1 size, +18 natural, +3 Dexterity)
12
27
Mature Adult
H
23d12+115 (264)
+4
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)
32 (-2 size, +20 natural, +4 Dexterity)
12
28
Old
H
26d12+130 (299)
+4
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)
35 (-2 size, +23 natural, +4 Dexterity)
12
31
Very Old
H
29d12+174 (362)
+5
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)39 (-2 size, +26 natural, +5 Dexterity)
13
34
Ancient
H
32d12+192 (400)
+5
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)42 (-2 size, +29 natural, + 5 Dexterity)
13
37
Wyrm
G
35d12+245 (472)
+6
40 feet; burrow 5 feet; swim 10 feet; fly 200 feet (clumsy)44 (-4 size, +32 natural, +6 Dexterity)
12
38
Great Wyrm
G
38d12+304 (551)
+6
40 feet; burrow 5 feet; swim 10 feet; fly 200 feet (clumsy)
47 (-4 size, +35 natural, +6 Dexterity)
12
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/-3
+7 (1d4)
+2 (1d3)
-
-
-
-
Very Young
+8/+5
+10 (1d6+1)
+5 (1d4)
-
-
-
-
Young
+11/+13
+13 (1d8+2)
+8 (1d6+1)
+8 (1d4+1)
-
-
-
Juvenile
+14/+17
+17 (1d8+3)
+12 (1d6+1)
+12 (1d4+1)
-
-
-
Young Adult
+17/+25
+20 (2d6+4)
+15 (1d8+2)
+15 (1d6+2)
+15 (1d8+6)
-
-
Adult
+20/+30
+25 (2d6+6)
+20 (1d8+3)
+20 (1d6+3)
+20 (1d8+9)
-
-
Mature Adult
+23/+39
+29 (2d8+8)
+24 (2d6+4)
+24 (1d8+4)
+24 (2d6+12)
DC 26 (2d8+12)
-
Old
+26/+43
+33 (2d8+9)
+28 (2d6+4)
+28 (1d8+4)
+28 (2d6+13)
DC 28 (2d8+13)
-
Very Old
+29/+47
+37 (2d8+10)
+32 (2d6+5)
+32 (1d8+5)
+32 (2d6+15)
DC 30 (2d8+15)
-
Ancient
+32/+51
+41 (2d8+11)
+36 (2d6+5)
+36 (1d8+5)
+36 (2d6+16)
DC 32 (2d8+16)
-
Wyrm
+35/+59
+43 (4d6+12)
+38 (2d8+6)
+38 (2d6+6)
+38 (2d8+18)
DC 34 (4d6+18)
DC 34 (2d6+18)
Great Wyrm
+38/+63
+47 (4d6+13)
+42 (2d8+6)
+42 (2d6+6)
+42 (2d8+19)
DC 37 (4d6+19)
DC 37 (2d6+19)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+5
+5
+5
2d4, 15-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+7
+7
+7
4d4, 20-foot cone (15)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+9
+9
6d4, 30-foot cone (17)
-
-
1st
Juvenile
5 feet by 5 feet/5 feet
+11
+11
+11
8d4, 30-foot cone (19)
-
-
3rd
Young Adult
5 feet by 10 feet/10 feet
+13
+13
+13
10d4, 40-foot cone (21)
21
19
5th
Adult
5 feet by 10 feet/10 feet
+16
+15
+15
12d4, 40-foot cone (24)
23
21
7th
Mature Adult
10 feet by 20 feet/10 feet
+18
+17
+17
14d4, 50-foot cone (26)
25
23
9th
Old
10 feet by 20 feet/10 feet
+20
+19
+19
16d4, 50-foot cone (28)
27
25
11th
Very Old
10 feet by 20 feet/10 feet
+22
+21
+21
18d4, 50-foot cone (30)
29
26
13th
Ancient
10 feet by 20 feet/10 feet
+24
+23
+23
20d4, 50-foot cone (32)
31
28
15th
Wyrm
20 feet by 40 feet/15 feet
+26
+25
+25
22d4, 60-foot cone (34)
33
29
17th
Great Wyrm
20 feet by 40 feet/15 feet
+29
+27
+27
24d4, 60-foot cone (37)
35
31
19th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
12
13
12
13
12
Electricity Immunity, Planar Travel, Spider Climb
Very Young
13
12
13
12
13
12
-
Young
15
14
15
14
15
14
-
Juvenile
17
14
15
14
15
14
Sense Psychoportation
Young Adult
19
16
17
16
17
16
Damage Reduction 5/+1
Adult
23
16
17
16
19
16
Skate, Stone Shape
Mature Adult
27
18
19
18
21
18
Damage Reduction 10/+1
Old
29
18
19
18
21
18
Teleport
Very Old
31
20
21
20
23
20
Damage Reduction 15/+2
Ancient
33
20
21
20
23
20
Wall of Stone
Wyrm
35
22
23
22
25
22
Damage Reduction 20/+3
Great Wyrm
37
22
23
22
27
22
Move Earth

Breath Weapon (Su): The sapphire dragon's breath weapon is a cone of nearly inaudible sonic energy. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must make a Will saving throw against the same DC or become panicked for 1d4 rounds.

Crush: A flying or jumping sapphire dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Fire Resistance (Ex): Sapphire dragons have fire resistance 30.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Sapphire dragons are immune to sleep and paralysis effects. Topaz dragons are also immune to electric damage and harmful electrical effects.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Planar Travel (Su): Sapphire dragons have the ability to travel between the worlds once per day. They may travel to any of the Three Worlds or any of the Færie Realms.

Sense Psychoportation (Ex): A sapphire dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and it functions at a range of 100 feet + 10 feet per caster level of the detected power or spell. The dragon does not need line of sight; it is instantly aware of the distance and direction to the detected power.

Skate (Sp): This ability allows the sapphire dragon, another willing creature, or an unattended object to slide along any solid surface with no friction. An intelligent creature can control its movement by thought along, skating, turning, or stopping as desired. The subject's base speed is its normal land speed plus 15 feet. The subject can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal while skating downward adds 30 feet (instead of 15 feet) to the skater's speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability is usable three times per day and lasts for one round per age category of the dragon.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Spell-Like Abilities (Sp): Twice per day - stone shape; once per day - move earth, teleport, wall of stone; save DC 10 + spell level + dragon's Charisma modifier.

Spells: A sapphire dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score.

Spider Climb (Ex): A sapphire dragon can climb on stone surfaces as though using the spider climb spell. This ability is always active.
Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Skills: A sapphire dragon has the Climb skill for free at 1 rank per Hit Die. Sapphire dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: The most obvious note is that the sapphire dragon as presented here does not have psionic powers. I know that many people consider the psionic nature of the gem dragons to be their defining feature, but I don't use psionics in the Three Worlds campaign setting (or any other D&D campaign settings for that matter) in part because they don't fit the flavor of the campaign and in part because the psionics rules for D&D are all terrible. Despite this, I wanted versions of the gem dragons in the Three Worlds campaign setting, so I made this non-psionic version. If you are looking for a psionic version of a sapphire dragon, you'll have to look elsewhere.

Instead of psionics, this version of the sapphire dragon has spellcasting abilities like a sorcerer and spell-like abilities. I also modified the planar travel ability of the gem dragons to line up better with the cosmology of the Three Worlds campaign setting.

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